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Weenie- The Main Points
By Hunter McIntosh
Well, well, well...Homestar decided to try his hand at this whole "article thing" . This may seem like a pretty insignificant topic, but I have a lot of experience with it and thought I'd share . Anyway, ever since I got into Magic I've always loved going to FNM and competing in Standard format tourneys. And ever since I actually got serious with Magic and when I started actually knowing what I was doing, I took a liking to Weenie very quickly. Just the whole theme kinda matches my personality. So after having a lot of experience with Weenie, I thought I'd give this a shot.

I'm going to cover Weenie for the current Type 2 format.

First off, I've got 3 pretty broad rules I always follow when building Weenie. Now I'll discusss those.

Rule #1. Make sure to ALWAYS have a strong second drop creature. First drops don't need to be as strong per se, because most 1 drops are just, well, 1 drops. Certain cards like Isamaru, Hound of Konda or Savannah Lions are different stories.

But what makes 2 drops so important is following up. There are so many powerful 2 drops that can really give you some momentum early in the game. Hand of Honor, Leonin Skyhunter, and Boros Swiftblade are some of the better ones in the format. Dropping a 1 drop two turns in a row just doesn't work sometimes, it isn't powerful enough. So try never to drop something weaker on turn 2 than you did on turn 1.

Rule #2. NEVER play too many 1 drop creatures. This rule almost directly connects with Rule #1, but it's important. If you play too many 1 drops, you straight up won't have enough firepower. I usually keep about 9-11 1 drops in, no more than that. Also, if you play too many, you either won't have enough room, or won't draw your strong follow up 2 drops, which, acording to Rule #1 are important .

This rule is actually hard to break in the current T2 format, due to the lack of decent 1 drops. Isamaru, Hound of Konda, Savannah Lions, and Suntail Hawk/Lantern Kami do just fine.

Rule #3. NEVER play more than 20 lands. Some people will tell you that this is crap but, trust me, 20 is the max.

Playing to many lands in Weenie can be your downfall, oobviously. Due to the undeniable fact that Weenie can easily fall apart if dragged out into the late game, drawing up too many lands will be dead weight. Also, drawing up one too many lands in an opening hand can kill you. 2 lands is ideal. 1 is not enough, and 3 is too many. Most Weenie decks I've ever made, the mana costs capped out at 3. I rest my case.

Those are my 3 rules, never broken. They might be kinda obvious, but they are definitely important.

Now that we got the 3 main rules done, let's build a deck, shall we? Today, I'll build W/R Weenie. It's the best for the format.

Now the format I usually follow is this:

9-11 One drop creatures
6-9 Two drop creatures
4-6 Three drop creatures
Around 10 Instants/Sorceries

After trying out a couple things, these numbers are ideal. It allows you to have just enough of everything. So let's build our deck along these lines.

First off, the one drop critters. This is pretty obvious. I go with something like this:

4 Savannah Lions
4 Suntail Hawk/Lantern Kami
3 Isamaru, Hound of Konda

They are givens. The only other one I could think of even considering is Boros Recruit. If you put him in, it would be in the place of the Hawks or Kamis. I find Flying more helpful than First Strike, but it's totally your choice.

Next, the 2 drop critters. There are a couple more choices here within the 2 drops. It's important to make these good, referring back to rule #1 . Possible choices are:

Leonin Skyhunter
Boros Guildmage
Hand of Honor
Veteran Armorer
Hearth Kami
Kami of Ancient Law
Samurai of the Pale Curtain
Mistral Charger

I'll give you a little rundown on all of these and we'll find a couple we like.

Leonin Skyhunter: 2/2 Flyer for 2, that's great. Only problem is the WW. That can be solved with Battlefield Forges and Sacred Foundrys, but, I know I don't have the money to throw around for those . Even if you don't own or can't get those lands, I definitely wouldn't count this dude out.

Boros Guildmage: 2/2 for 2 isn't horrible, but his abilities make him good. Problem is, his abilities don't help you till the late game because, most of the time, you don't have 2 mana open to spend on his abilities when they are needed. And if you are in late game, with weenie, you're more than likely screwed. But if not, he might be good to have around.

Hand of Honor: 2/2 Bushido 1, Pro Black, for 2. Wow..... He's amazing. Destruction, besides burn, can't touch him and he's got that nice little bushido to kick. The WW is a price well paid in his case. He's a must have.

Veteran Armorer: 2/2 for 2 with a pretty decent ability to boot. I'm gonna go out on a limb here and say that this dude depends on your metagame. If you've got a few dudes playin burn, give him a shot. If not, I think he's a sideboard at best.

Hearth Kami: 2/1 for 2 with some artifact destruction to boot. Definitely sideboard, or a maindeck 2 against Umezawa's Jitte or Sensei's Divining Top.

Kami of Ancient Law: 2/1 for 2 with enchantment destruction on him... Ehhh I don't think so. There aren't enough good enchantments played to worry about him. Sideboard material I guess.

Samurai of the Pale Curtain: 2/2 for 2 With Bushido 1 and whenever something would hit the GY, it's RFG. Now this critter was great when Affinity was around, but I'm not so sure now. A good creature, no doubt, but there are better.

Mistral Charger: 2/1 Flyer for 2. Good part about this little horsey is the 1W. Could be good, maybe if we got room.

Well, now that we got all the 2 drops ironed out, let's make some decisions. I think Leonin Skyhunter is great, but Hand of Honor is better. It wouldn't be very wise to have both of your 2 drops be WW. So I think he's out. Same deal with Samurai of the Pale Curtain. I think Kami of the Ancient Law and Hearth Kami should be Sideboarded so we'll count them out.

So we're left with Hand of Honor, Boros Guildmage, and Mistral Charger. Hand of honor is DEFINITE. So down to Boros Guildmage and Mistral Charger. I personally would take Mistral Charger for the flying, but either one is a great choice. So for 2 drops we got:

3 Hand of Honor
4 Mistral Charger

So overall, so far that gives us:

4 Savannah Lions
4 Suntail Hawk
3 Isamaru, Hound of Konda
3 Hand of Honor
4 Mistral Charger

Next, the 3 drop critters. We haven't payed these dudes any attention so far but they are important for having some decently powerful creatures. Possible choices would be:

Skyknight Legionnaire
Centaur Safeguard
Paladin En-Vec
Descendant of Kiyomaro
Kitsune Blademaster
Ronin Houndmaster

The rundowns ........

Skyknight Legionnaire: Love this critter. 1WR for a 2/2 Hastey Flyer is great. The Haste is a big plus on him for obvious reasons. The Flying is also and obviously good thing. He's great all around.

Paladin En-Vec: He's in. No arguments. Even though he does have the WW in his cost, he's a 3 drop so it's not that bad. 2/2 first striker, Pro Black&Red...Unless he gets countered, he's not going anywhere. Can't be burned, or "banished".

Centaur Safeguard: 3/1 for 3 with a nice life gain effect. Kind of a "suicide bomber" if you will. More than likely when he goes down hes bringin' something with him,and you get your 3 life back. A suicide bomber might not be what we're looking for though.

Descendant of Kiyomaro: 2/3 for 3, possibly a 3/5 whenever he deals damage you gain that much life if you have more cards in hand than the opponent. Great card, huh? PROBLEM IS, we're playing Weenie. We're never gonna have more cards in hand than the opponent, almost guaranteed. So I wouldn't go with him.

Kitsune Blademaster: 2/2 First Strike Bushido 1 for 3. Not horrible, but we can do better. He can definitely take some blockers down with Bushido and First Strike combo, but if he's not blocked he's nothing special.

Ronin Houndmaster: 2/2 Haste Bushido 1 for 3. Not bad either, but again, we can do better. The haste is nice, but he doesn't have Flying or First Strike to boot. So let's just throw him out now .

Well, I think it's obvious that the only good choices here are Paladin En-Vec and Skyknight Legionnaire. So let's go with them.

3 Skyknight Legionnaire
3 Paladin En-Vec

So our creature base is finished!! Here it is...

4 Savannah Lions
4 Suntail Hawk
3 Isamaru, Hound of Konda
3 Hand of Honor
4 Mistral Charger
3 Paladin En-Vec
3 Skyknight Legionnaire

So let's move onto some Instants and Sorceries. No special rules on these. Above, we said we want to play about 10 of these. Let's just check out a couple choices.

Bathe in Light: White counterspell...lol. It can definitely save your critters. Problem is the only thing it helps against is burn, so I'm thinking Sideboard.

Rally the Righteous: This little Instant can either deliver a quick finish or bring a comeback when things look grim. I love it, personally.

Shock: A little creature burn is never shunned upon. No explanation needed on this one. I beleive Seal of Fire is better though, solely because you don't have to keep lands open to play it.

Seal of Fire: Pretty much explained this one above. I'd grab this over Shock.

Lava Spike: This is a great spell, but not for Weenie. Straight player burn isn't what we're looking for, we have 24 creatures to do that for us.

Lightning Helix: W00T!! 2 mana for 3 to a Player OR Creature and 3 life. No way you can turn this down.

So, I think Lava Spike is a definite no in this case, we have Seal of Fire for Shock, and Bathe in Light in the Sideboard, so that leaves us with Seal of Fire, Lightning Helix, and Rally the Righteous.

4 Seal of Fire
4 Lightning Helix
2 Rally the Righteous

We're almost done!!! Here's our deck as of now:

//Creatures:
4 Savannah Lions
4 Suntail Hawk
3 Isamaru, Hound of Konda
3 Hand of Honor
4 Mistral Charger
3 Paladin En-Vec
3 Skyknight Legionnaire

24 Creatures

//Instants/Sorceries:
4 Seal of Fire
4 Lightning Helix
2 Rally the Righteous

10 Instants/Sorceries

So far we got 34 cards. Last thing on the list is Enchantments and Artifacts. A couple cards you might look at for this catagory would be these:

Ghostly Prison
Sensei's Diving Top
Sunforger
Circle of Protection:Black
Circle of Protection:Red
Concerted Effort
Promise of Bunrei
Proper Burial
Story Circle
Worship
Glorious Anthem

Ok, I'm gonna just take a few of these out by saying Story Circle and the CoP's are Sideboarded, definitely.

Ghostly Prison: Undoubtedly an amazing card. Problem is, at least in my metagame, not a lot of people play heavy creature decks. Most people play control where this is dead weight. Definitly Sideboard.

Sensei's Divining Top: Definitly not in this deck. That's all lol.

Sunforger: A great equipment. 3 to drop, 3 to equip isn't bad. And throw +4/+0 on one of your Flyers and watch the sparks fly. Not to mention in times of trouble you can use the second ability to tutor for a Lightning Helix or something.

Concerted Effort: This might not actually be so bad due to the fact that so many of our critters have Flying. But that's the problem, MOST of our Creatures already have it. And if the Paladin is out and they all the get First Strike, it's not worth wasting the space for and the mana.

Promise of Bunrei: A really great card because you KNOW your critters are gonna fall. Heck, if worse comes to worst, burn one of your critters down for some blockers or something.

Worship: We're always gonna have a creature out, but I just don't know if it's necessary. Sidebord.

Glorious Anthem: A must have, always, anywhere. End of story.

So, after the analysis, this looks good to me:

4 Glorious Anthem
2 Promise of Bunrei

That gives us all of our spells!

//Creatures:
4 Savannah Lions
4 Suntail Hawk
3 Isamaru, Hound of Konda
3 Hand of Honor
4 Mistral Charger
3 Paladin En-Vec
3 Skyknight Legionnaire

24 Creatures

//Instants/Sorceries:
4 Seal of Fire
4 Lightning Helix
2 Rally the Righteous

10 Instants/Sorceries

//Artifacts/Enchantments:
4 Glorious Anthem
2 Promise of Bunrei

6 Artifacts/Enchantments

Now the land base is simple but important. We obviously have waaay more white cards and WW cards than red cards, and no RR cards, so we need a lot more white sources than red. If you have Sacred Foundry's and Battlefield Forges then that pretty much solves your problem, if not, then I'd go with something like this:

9 Plains
7 Mountains
4 Battlefeild Forges (They're not that expensive)

And if you have them...

7 Plains
5 Mountains
4 Sacred Foundry
4 Battlefeild Forge

W00t!! The deck is done!!! *The crowd goes wild and the chicks swarm the floor*

//Creatures:
4 Savannah Lions
4 Suntail Hawk
3 Isamaru, Hound of Konda
3 Hand of Honor
4 Mistral Charger
3 Paladin En-Vec
3 Skyknight Legionnaire

24 Creatures

//Instants/Sorceries:
4 Seal of Fire
4 Lightning Helix
2 Rally the Righteous

10 Instants/Sorceries

//Artifacts/Enchantments:
4 Glorious Anthem
2 Promise of Bunrei

6 Artifacts/Enchantments

//Lands:
7 Plains
5 Mountains
4 Sacred Foundry
4 Battlefield Forge

20 Lands

Well, I hope you guys enjoyed my first article . More importantly I hope I helped you in some way. I figured I'd never know if I'm a good writer unless I gave it a shot .

Thanks for reading!

Read More Articles by Hunter McIntosh!

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